Design & Creativity · Lesson 3

Build and Test Interactive Prototypes in Figma

Connect screens into a focused prototype that tests a decision instead of merely demonstrating motion.

A prototype should answer a question. Define what you want to learn, build only the path needed, and watch where a user hesitates.

What you will learn

  • Connect frames with clear triggers and transitions
  • Set a useful starting point and presentation flow
  • Design a small usability test around one task
Practice assignmentPrototype a three-screen signup path. Ask someone to complete it without coaching, record where they pause and change only the highest-impact issue.

How to get the most from this lesson

  1. Preview the learning outcomes before pressing play.
  2. Pause when the creator demonstrates a decision and reproduce it in your own test project.
  3. Complete the practice assignment without copying the finished example.
  4. Write down one principle you can reuse in a different project.

Quality checklist

  • Can you explain the core idea without replaying the video?
  • Did you produce a small, verifiable result?
  • Did you check tool permissions, licenses and current documentation before applying it to important work?
Creator credit: This lesson features a video by Figma. Black Edition did not produce or re-upload the video; our companion guide is independently written to add learning context and practice.